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Posted

I couldn´t find anything here concerning the bug, that the EVENT_SHOT is not triggered by clients in MP environment. Only singleplayer does work.

 

Tested with current release version, bombs, rockets, missiles and guns.

 

Bug is old, was fixed some patches ago and is now broken again as it seems.

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  • 1 month later...
Posted

I have tested this in the latest 1.5.4 stable release.

 

When I host a mission on my laptop and join with my PC, I can trigger the event "SHOT" as client, without being the host. Here I use the same router, so I have the same IP (Sever IP == Client IP

 

When I host the same mission on a dedicated server machine and join with my PC, I cannot trigger the event "SHOT". Here I do not have the same IP (Server IP ~= Client IP)

 

So in first test, when I used my laptop and notebook, all seemed fine, now when we try to run our campaing, the mission doesn´t work as intended.

 

Here is the script-part I use, if anybody gets the chance to test this on his dedicated server

 

Eventmanager = {}

function Eventmanager:onEvent(event)
if event.id == world.event.S_EVENT_SHOT
then
	trigger.action.outText("EVENT_SHOT triggered", 10)	
	--...
end

end
world.addEventHandler(Eventmanager)		

 

Mayby someone from the 132nd, of which I know use extensive scripting for their dedicated server campaigns, or other how use Training Range feedback scripts on their server have similar experience?

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Posted

I tested it out around the time you first made the post but couldn't replicate it. Granted I didn't test it specifically on the current 1.5.4 build. I'll try again.

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Posted

Ok thanks.

 

My first post here was related to 1.5.3. I don´t know what could be the cause, but the same/different IP since there are no mods on the dedicated server and the mission is the same.

 

 

  
             singleplayer/host 	client same IP as server 	client different IP then server
1.5.3	                yes			        no			            not tested
1.5.4                	yes			        yes			            no

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Posted

We tested again and can not clearly reproduce the bug anymore, so I guess it is mission related.

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